A payload project I'm working on in the back alongside a few other things (amaranth and mudwater revamps). There's lots of things to change still in the map I think, but I think for a change I'm going to be more patient with the map and wait until I know what to do with particular areas before I rush in and attempt things (as I have done previously lots of times).

- Fixed people spawning in "the black room" (an unused unlit 2nd forward spawn for BLU)
- Changed B point to be an outside area
- Heaviled modified B point
- Majorly changed A point area to tighten the flow for both teams
- Fixed some unclipped roofs at A
- Changed textures of spawn rooms to lower confusion over what is spawn and what isn't
- Payload cart now starts slightly further forward so it isn't moving towards BLU and is more centred

- Added a forward spawn for RED (just behind B point) until A is captured
- Moved A point slightly further away from BLU spawn
- Changed time granted to BLU on A's capture from 30 to 45
- Fixed shut door flanking around D not opening after C is capped
- Fixed BLU forward spawn not having a visualizer
- Adjusted rocks around D point to add another sentry position
- Removed some fencing around D point to uncover a spot that was too strong for sentries
- Added more cover to the elevated area beside the shed at D
- Added windows to lower side route out to B area (two open, two closed)
- Behind new windows, added an elevated platform for engineers to use
- Added a new platform in the further back room of the A-B connector for engineers to use

- Changes to A point:
Added a stairway up to the cliff area with 2 bridges
New BLU forward spawn just after the A point (enabled after B capture)

- Changes to B point:
Capture of B now enables a new forward spawn for BLU in the building just after the A point
Removed rock in front of BLU 2nd forward spawn as it clutters unnecessarily

- Changes to C point:
Moved C point back a little into it's respective building
Made C building 256HU longer
Arranged for 3 new potential sentry positions at C (A small cove underneath the window room, a doorway above the back room housing the cap, and space behind the elevated route in)
Added a platform beside the old elevated doorway at the right exit (looking towards D)
Windows looking over C point in the elevated room are now glassless

- Changes to D point:
Removed rock beside bomb pit that provides too much cover for a sentry spot
Added a new building on the end of the left route for RED coming in to D
No entry route to D is now always usable, and now slopes down to ground level so either team can use it

Changes to A point:
- Capturing A adds 2 minutes 40 seconds (from 1 minute 40 seconds)
- Reduced all pickups in the full health building by 1 stage (both to medium)
- Added an extra platform route for BLU in to the first A-B connector room (with the big slope)
- Added an extra flank route around into the back room of the A-B connector for BLU

Changes to B point:
- Replaced large shipping crate with a small platform

- Lowered original red respawn time
- Disabling of forward spawns now respawn players after killing them

Changes to A point:
- Fixed odd hole in the wall on left side
- Replaced bridges with elevated cliffside
- Changed building on right side so the BLU team would come in at a height advantage
- Left building now has a rock for cover outside instead of a fence
- A point now (again) disables the 1st red respawn room and enables the 2nd RED respawn room

Changes to B point:
- Closed open window in the right flank (looking from RED's side)
- Restructured stairs entrance to B point; door now exits on the front
- B point now disables the 2nd RED respawn room and enables the final RED respawn room

Changes to C point:
- Added a second forward respawn at the C point
- After C's capture, respawn times now lower to 6 (from 7)
- Closed door from window room (now elevated net platform) into two-floored room
- Opened back end of windows (which are now net)
- Some minor texture artpass to C point

- Players are now teleported back instead of killed when respawn rooms change while they're still inside one

Changes to A point:
- Long rollback slope just after A point is now broken into 2 pieces (rollback, normal, rollback)

Changes to B point:
- None

Changes to C point:
- Added a small ledge to the elevated doorway hole above the C point to make it a more viable sentry position
- Continued artpass slightly
- Made the track in the C point area slightly longer
- Moved the C point slightly back (with the addition to the track it's not as far away)
- Completed track on the inside area
- Reduced cratespam in room above control point as the doorway through was removed

Changes to D point:
- Replaced small building and some cliffside with a new, larger building
- Fixed odd rollback at the very beginning of the D area
- Players can now walk back up the left RED exit

Changes to A point:
- The second of the double doors now has windows
- Fixed placing stickies on one of the doors

Changes to B point:
- Majorly revised point
- Added more height variation
- Added bridge & pit in middle of area
- Added some rocks
- New route around B at the very back (used to be some metal sheeting)
- New cave route from B into A-B building for RED team to use

Changes to A point:
- Added some new fencing next to the central shed to block sightlines and make the area flow a little more
- Added some more coverings to the elevated hill area to the side to lessen sightlines
- Changed double doorways at back to one, large open one

Changes to B point:
- Turned full ammo pack beside the platform to a medium to weaken sentry position

- returned setup time from 80 seconds to 70 seconds (was heightened when there was more distance for red during setup)

changes to a point:
- removed medium health kit just in front of first blu forward spawn
- downsized medium health shed next to high cliff area beside a point

changes to b point:
- extended area size by 256hu
- changed deathpit to a downward slope beneath bridge
- bridge is now a hill, has a cave inside for hiding
- added a new one-way (except for jumping classes) route connecting from the stairs/cave room ("the right route" for blue), leads round to the height advantage of b
- added one way door to red's cave route to make it safer for red to use
- slightly lowered cover around the ramp at the back of the point

changes to a point:
- cart now starts slightly further in front than before
- cp now moved up above the 2 hill area
- flank up the 2 stairs now has a no entry door until a is captured
- flank up the 2 stairs now has a dropdown to the lower area
- replaced space old 2 stairs used to be with an elevated area and another route into the back room of a building
- added a hanging platform for engineers to use
- added more pickups down in the back area (with engineers in mind)

changes to b point:
- track now loops down under the hill to make more distance from a

changes to c point:
- added a turntable to hold blu back at c and give red more of a chance
- lowered time added on capture from 140 to 120